TetrisView.cpp
上传用户:apollo_111
上传日期:2022-08-09
资源大小:2146k
文件大小:24k
- // TetrisView.cpp : implementation of the CTetrisView class
- //
- #include "stdafx.h"
- #include "Tetris.h"
- #include "time.h"
- #include "TetrisDoc.h"
- #include "TetrisView.h"
- #include <mmsystem.h>
- #ifdef _DEBUG
- #define new DEBUG_NEW
- #undef THIS_FILE
- static char THIS_FILE[] = __FILE__;
- #endif
- /////////////////////////////////////////////////////////////////////////////
- // CTetrisView
- IMPLEMENT_DYNCREATE(CTetrisView, CView)
- BEGIN_MESSAGE_MAP(CTetrisView, CView)
- //{{AFX_MSG_MAP(CTetrisView)
- ON_WM_CREATE()
- ON_WM_DESTROY()
- ON_WM_SIZE()
- ON_WM_KEYDOWN()
- ON_WM_KEYUP()
- ON_WM_TIMER()
- ON_COMMAND(ID_GAME_NEW, OnGameNew)
- //}}AFX_MSG_MAP
- // Standard printing commands
- ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
- ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
- ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
- END_MESSAGE_MAP()
- /////////////////////////////////////////////////////////////////////////////
- // CTetrisView construction/destruction
- CTetrisView::CTetrisView()
- {
- // TODO: add construction code here
- gameintro = true;
- gamerun = false;
- gamewin = false;
- gamefinish = false;
- onetime = true;
- test = false;
- running = true;
- xpos = 155;
- ypos = 295;
- level = 1;
- speed = 1000;
- keys[VK_RETURN]=false;
- keys[VK_LEFT]=false;
- keys[VK_RIGHT]=false;
- keys[VK_UP]=false;
- keys[VK_DOWN]=false;
- keys[VK_SPACE]=false;
- int i,j;
- for(i=0;i<=10;i++)
- for(j=0;j<=20;j++)
- map[i][j]=0;
- for(i=0;i<=4;i++)
- for(j=0;j<=5;j++)
- nextblockmap[i][j]=0;
- }
- CTetrisView::~CTetrisView()
- {
- }
- BOOL CTetrisView::PreCreateWindow(CREATESTRUCT& cs)
- {
- // TODO: Modify the Window class or styles here by modifying
- // the CREATESTRUCT cs
- ////////////////////////////////////////////////////////////////
- //设置窗口类型
- cs.style |=WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
- ////////////////////////////////////////////////////////////////
- return CView::PreCreateWindow(cs);
- }
- /////////////////////////////////////////////////////////////////////////////
- // CTetrisView drawing
- void CTetrisView::OnDraw(CDC* pDC)
- {
- CTetrisDoc* pDoc = GetDocument();
- ASSERT_VALID(pDoc);
- // TODO: add draw code for native data here
- //////////////////////////////////////////////////////////////////
- RenderScene(); //渲染场景
- //////////////////////////////////////////////////////////////////
- }
- /////////////////////////////////////////////////////////////////////////////
- // CTetrisView printing
- BOOL CTetrisView::OnPreparePrinting(CPrintInfo* pInfo)
- {
- // default preparation
- return DoPreparePrinting(pInfo);
- }
- void CTetrisView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
- {
- // TODO: add extra initialization before printing
- }
- void CTetrisView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
- {
- // TODO: add cleanup after printing
- }
- /////////////////////////////////////////////////////////////////////////////
- // CTetrisView diagnostics
- #ifdef _DEBUG
- void CTetrisView::AssertValid() const
- {
- CView::AssertValid();
- }
- void CTetrisView::Dump(CDumpContext& dc) const
- {
- CView::Dump(dc);
- }
- CTetrisDoc* CTetrisView::GetDocument() // non-debug version is inline
- {
- ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CTetrisDoc)));
- return (CTetrisDoc*)m_pDocument;
- }
- #endif //_DEBUG
- /////////////////////////////////////////////////////////////////////////////
- // CTetrisView message handlers
- int CTetrisView::OnCreate(LPCREATESTRUCT lpCreateStruct)
- {
- if (CView::OnCreate(lpCreateStruct) == -1)
- return -1;
-
- // TODO: Add your specialized creation code here
- //////////////////////////////////////////////////////////////////
- //初始化OpenGL和设置定时器
- m_pDC = new CClientDC(this);
- SetTimer(1, 10, NULL);
- InitializeOpenGL(m_pDC);
- //////////////////////////////////////////////////////////////////
- return 0;
- }
- void CTetrisView::OnDestroy()
- {
- CView::OnDestroy();
-
- // TODO: Add your message handler code here
- /////////////////////////////////////////////////////////////////
- //删除调色板和渲染上下文、定时器
- ::wglMakeCurrent(0,0);
- ::wglDeleteContext( m_hRC);
- if (m_hPalette)
- DeleteObject(m_hPalette);
- if ( m_pDC )
- {
- delete m_pDC;
- }
- KillTimer(1);
- /////////////////////////////////////////////////////////////////
- m_font.KillFont();
- }
- void CTetrisView::OnSize(UINT nType, int cx, int cy)
- {
- CView::OnSize(nType, cx, cy);
-
- // TODO: Add your message handler code here
- if (cy==0) // Prevent A Divide By Zero By
- {
- cy=1; // Making Height Equal One
- }
- glViewport(0,0,cx,cy); // Reset The Current Viewport
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0.0f,640.0f,480.0f,0.0f,-1.0f,1.0f); // Create Ortho 640x480 View (0,0 At Top Left)
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
-
- }
- void CTetrisView::OnTimer(UINT nIDEvent)
- {
- // TODO: Add your message handler code here and/or call default
- /////////////////////////////////////////////////////////////////
- //添加定时器响应函数和场景更新函数
- Invalidate(FALSE);
- /////////////////////////////////////////////////////////////////
-
- CView::OnTimer(nIDEvent);
- }
- /////////////////////////////////////////////////////////////////////
- // 设置逻辑调色板
- //////////////////////////////////////////////////////////////////////
- void CTetrisView::SetLogicalPalette(void)
- {
- struct
- {
- WORD Version;
- WORD NumberOfEntries;
- PALETTEENTRY aEntries[256];
- } logicalPalette = { 0x300, 256 };
- BYTE reds[] = {0, 36, 72, 109, 145, 182, 218, 255};
- BYTE greens[] = {0, 36, 72, 109, 145, 182, 218, 255};
- BYTE blues[] = {0, 85, 170, 255};
- for (int colorNum=0; colorNum<256; ++colorNum)
- {
- logicalPalette.aEntries[colorNum].peRed =
- reds[colorNum & 0x07];
- logicalPalette.aEntries[colorNum].peGreen =
- greens[(colorNum >> 0x03) & 0x07];
- logicalPalette.aEntries[colorNum].peBlue =
- blues[(colorNum >> 0x06) & 0x03];
- logicalPalette.aEntries[colorNum].peFlags = 0;
- }
- m_hPalette = CreatePalette ((LOGPALETTE*)&logicalPalette);
- }
- //////////////////////////////////////////////////////////
- // 初始化openGL场景
- //////////////////////////////////////////////////////////
- BOOL CTetrisView::InitializeOpenGL(CDC* pDC)
- {
- m_pDC = pDC;
- SetupPixelFormat();
- //生成绘制描述表
- m_hRC = ::wglCreateContext(m_pDC->GetSafeHdc());
- //置当前绘制描述表
- ::wglMakeCurrent(m_pDC->GetSafeHdc(), m_hRC);
- CreateTexture(texture, "Data/GameRun.bmp",0);
- CreateTexture(texture, "Data/Block.bmp",1);
- CreateTexture(texture, "Data/GameIntro.bmp",2);
- CreateTexture(texture, "Data/GameOver.bmp",3);
- CreateTexture(texture, "Data/GameWin.bmp",4);
- CreateTexture(texture, "Data/LevelSelect.bmp",5);
- CreateTexture(texture, "Data/Mask.bmp",6);
- glEnable(GL_TEXTURE_2D);
- glShadeModel(GL_SMOOTH);
- glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
- glClearDepth(1.0f);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- HDC hDC = wglGetCurrentDC();
- m_font.BuildFont(hDC);
- srand(timeGetTime() );
- return TRUE;
- }
- //////////////////////////////////////////////////////////
- // 设置像素格式
- //////////////////////////////////////////////////////////
- BOOL CTetrisView::SetupPixelFormat()
- {
- PIXELFORMATDESCRIPTOR pfd = {
- sizeof(PIXELFORMATDESCRIPTOR), // pfd结构的大小
- 1, // 版本号
- PFD_DRAW_TO_WINDOW | // 支持在窗口中绘图
- PFD_SUPPORT_OPENGL | // 支持 OpenGL
- PFD_DOUBLEBUFFER, // 双缓存模式
- PFD_TYPE_RGBA, // RGBA 颜色模式
- 24, // 24 位颜色深度
- 0, 0, 0, 0, 0, 0, // 忽略颜色位
- 0, // 没有非透明度缓存
- 0, // 忽略移位位
- 0, // 无累加缓存
- 0, 0, 0, 0, // 忽略累加位
- 32, // 32 位深度缓存
- 0, // 无模板缓存
- 0, // 无辅助缓存
- PFD_MAIN_PLANE, // 主层
- 0, // 保留
- 0, 0, 0 // 忽略层,可见性和损毁掩模
- };
- int pixelformat;
- pixelformat = ::ChoosePixelFormat(m_pDC->GetSafeHdc(), &pfd);//选择像素格式
- ::SetPixelFormat(m_pDC->GetSafeHdc(), pixelformat, &pfd); //设置像素格式
- if(pfd.dwFlags & PFD_NEED_PALETTE)
- SetLogicalPalette(); //设置逻辑调色板
- return TRUE;
- }
- //////////////////////////////////////////////////////////
- // 场景绘制与渲染
- //////////////////////////////////////////////////////////
- BOOL CTetrisView::RenderScene()
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
- glLoadIdentity(); // Reset The Current Modelview Matrix
-
- if(gameintro)
- {
- DrawGameIntro();
- }
- if(gamerun)
- {
- DrawGameRun();
- }
-
- if(gamefinish)
- {
- DrawGameRun();
- DrawGameFinish();
- }
- if(gamewin)
- {
- DrawGameRun();
- DrawGameWin();
- }
- ::SwapBuffers(m_pDC->GetSafeHdc()); //交互缓冲区
- return TRUE;
- }
- void CTetrisView::DrawGameIntro()
- {
- // 游戏封面的绘制
- glBindTexture(GL_TEXTURE_2D, texture[2]);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1); glVertex2i(0,0);
- glTexCoord2i(0,0); glVertex2i(0,480);
- glTexCoord2i(1,0); glVertex2i(640,480);
- glTexCoord2i(1,1); glVertex2i(640,0);
- glEnd();
- // 被选择难度等级数的绘制
- glBlendFunc(GL_DST_COLOR,GL_ZERO);
- glEnable(GL_BLEND);
- glBindTexture(GL_TEXTURE_2D, texture[6]);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1); glVertex2i(xpos,ypos);
- glTexCoord2i(0,0); glVertex2i(xpos,ypos+64);
- glTexCoord2i(1,0); glVertex2i(xpos+64,ypos+64);
- glTexCoord2i(1,1); glVertex2i(xpos+64,ypos);
- glEnd();
- glBlendFunc(GL_ONE,GL_ONE);
- glBindTexture(GL_TEXTURE_2D, texture[5]);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1); glVertex2i(xpos,ypos);
- glTexCoord2i(0,0); glVertex2i(xpos,ypos+64);
- glTexCoord2i(1,0); glVertex2i(xpos+64,ypos+64);
- glTexCoord2i(1,1); glVertex2i(xpos+64,ypos);
- glEnd();
- glDisable(GL_BLEND);
- if (keys[VK_LEFT])
- {
- keys[VK_LEFT] = false;
- if(level--==1)
- level=10;
- if (xpos <= 155 && ypos == 295)
- {
- xpos = 419;
- ypos = 295+66;
- }else if (xpos <= 155 && ypos == 295+66)
- {
- xpos = 419;
- ypos = 295;
- }else
- xpos-=66;
- }
- if (keys[VK_RIGHT])
- {
- keys[VK_RIGHT] = false;
- if(level++==10)
- level=1;
- if (xpos >= 419 && ypos == 295)
- {
- xpos = 155;
- ypos = 295+66;
- }else if (xpos >= 419 && ypos == 295+66)
- {
- xpos = 155;
- ypos = 295;
- }else
- xpos+=66;
- }
- if (keys[VK_RETURN])
- {
- speed=int(speed/(level+1));
- SetTimer(1, speed, NULL);
- gamefinish = false;
- gamewin = false;
- gameintro = false;
- gamerun = true;
- }
- }
-
- int CTetrisView::DrawGameRun(GLvoid)
- {
- if (onetime)
- {
- InitGame();
- onetime = false;
- }
- else if (running)
- {
- if (!MoveDown())
- {
- CheckWin();
- }
- }
- // 绘制背景
- glBindTexture(GL_TEXTURE_2D, texture[0]);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1); glVertex2i(0,0);
- glTexCoord2i(0,0); glVertex2i(0,480);
- glTexCoord2i(1,0); glVertex2i(640,480);
- glTexCoord2i(1,1); glVertex2i(640,0);
- glEnd();
- //绘制主窗口的方块图
- for (int x = 0;x <= 9;x++)
- {
- for (int y = 0;y <= 19;y++)
- {
- int xp = x* 25+50;
- int yp = y* 20+40;
- if (map[x][y] == 2 || map [x][y] == 1)
- {
- glBindTexture(GL_TEXTURE_2D, texture[1]);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1); glVertex2i(xp,yp);
- glTexCoord2i(1,1); glVertex2i(xp + 25,yp);
- glTexCoord2i(1,0); glVertex2i(xp + 25,yp + 20);
- glTexCoord2i(0,0); glVertex2i(xp,yp + 20);
- glEnd();
- }
- }
- }
- // 绘制下一个将要下落的随机小方块
- for (int i = 0; i < 4; i++)
- {
- for (int j = 0; j < 5; j++)
- {
- int ip = i* 25+410;
- int jp = j* 20+320;
- if (nextblockmap[i][j] != 0 && type != 0)
- {
- glBindTexture(GL_TEXTURE_2D, texture[1]);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1); glVertex2i(ip,jp);
- glTexCoord2i(1,1); glVertex2i(ip + 25,jp);
- glTexCoord2i(1,0); glVertex2i(ip + 25,jp + 20);
- glTexCoord2i(0,0); glVertex2i(ip,jp + 20);
- glEnd();
- }
- if (nextblockmap[i][j] != 0 && type == 0)
- {
- glBindTexture(GL_TEXTURE_2D, texture[1]);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1); glVertex2i(ip+12,jp);
- glTexCoord2i(1,1); glVertex2i(ip+12 + 25,jp);
- glTexCoord2i(1,0); glVertex2i(ip+12 + 25,jp + 20);
- glTexCoord2i(0,0); glVertex2i(ip+12,jp + 20);
- glEnd();
- }
- }
- }
- // 绘制文本
- glDisable(GL_TEXTURE_2D);
- glColor3d(128,128,128);
- glRasterPos2d(370, 65);
- m_font.glPrint("L E V E L");
- glRasterPos2d(485, 65);
- m_font.glPrint("%d",level-1);
- glRasterPos2d(370,68+73+13);
- m_font.glPrint("L I N E S");
- glRasterPos2d(485,68+73+13);
- m_font.glPrint("%d",lines);
- glRasterPos2d(370, 239);
- m_font.glPrint("S C O R E");
- glRasterPos2d(485, 239);
- m_font.glPrint("%d",score);
- glRasterPos2d(433,320);
- m_font.glPrint("N E X T");
- glEnable(GL_TEXTURE_2D);
- if (keys[VK_LEFT])
- {
- keys[VK_LEFT] = false;
- MoveLeft();
- }
- if (keys[VK_RIGHT])
- {
- keys[VK_RIGHT] = false;
- MoveRight();
- }
- if (keys[VK_UP])
- {
- keys[VK_UP] = false;
- Rotate();
- }
- if (keys[VK_DOWN])
- {
- keys[VK_DOWN] = false;
- MoveDown();
- }
- if (keys[VK_SPACE])
- {
- keys[VK_SPACE] = false;
- do{} while (MoveDown());
- }
- return true;
- }
- void CTetrisView::DrawGameWin()
- {
- glBindTexture(GL_TEXTURE_2D, texture[4]);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1); glVertex2i(640/2-150,480/2-75);
- glTexCoord2i(0,0); glVertex2i(640/2-150,480/2+150-75);
- glTexCoord2i(1,0); glVertex2i(640/2+300-150,480/2+150-75);
- glTexCoord2i(1,1); glVertex2i(640/2+300-150,480/2-75);
- glEnd();
- }
- void CTetrisView::DrawGameFinish()
- {
- glBindTexture(GL_TEXTURE_2D, texture[3]);
- glBegin(GL_QUADS);
- glTexCoord2i(0,1); glVertex2i(640/2-150,480/2-75);
- glTexCoord2i(0,0); glVertex2i(640/2-150,480/2+150-75);
- glTexCoord2i(1,0); glVertex2i(640/2+300-150,480/2+150-75);
- glTexCoord2i(1,1); glVertex2i(640/2+300-150,480/2-75);
- glEnd();
- }
- void CTetrisView::InitGame()
- {
- score = 0;
- state = 0;
- lines = 0;
- block = nextblock;
- state = 0;
- NewBlock();
- CheckWin();
- }
- void CTetrisView::NewBlock()
- {
- int i;
- type = rand()%7;
- switch(type)
- {
- case 0:
- for ( i = 0;i <= 3;i++)
- {
- block[0].x[i] = 4;
- block[1].x[i] = 5;
- block[2].x[i] = 4;
- block[3].x[i] = 5;
- block[0].y[i] = 0;
- block[1].y[i] = 0;
- block[2].y[i] = 1;
- block[3].y[i] = 1;
- }
- break;
- case 1:
- for ( i = 0;i <= 3;i++)
- {
- block[i].y[0] = i;
- block[i].y[2] = i;
- block[i].x[0] = 5;
- block[i].x[2] = 5;
- block[i].x[1] = i + 4;
- block[i].x[3] = i + 4;
- block[i].y[1] = 0;
- block[i].y[3] = 0;
- }
- break;
- case 2:
- for ( i = 0;i <= 2;i += 2)
- {
- block[0].x[i] = 4;
- block[1].x[i] = 5;
- block[2].x[i] = 5;
- block[3].x[i] = 6;
- block[0].y[i] = 0;
- block[1].y[i] = 0;
- block[2].y[i] = 1;
- block[3].y[i] = 1;
- block[0].x[i+1] = 5;
- block[1].x[i+1] = 5;
- block[2].x[i+1] = 4;
- block[3].x[i+1] = 4;
- block[0].y[i+1] = 0;
- block[1].y[i+1] = 1;
- block[2].y[i+1] = 1;
- block[3].y[i+1] = 2;
- }
- break;
- case 3:
- for ( i = 0;i <= 2;i +=2)
- {
- block[0].x[i] = 6;
- block[1].x[i] = 5;
- block[2].x[i] = 5;
- block[3].x[i] = 4;
- block[0].y[i] = 0;
- block[1].y[i] = 0;
- block[2].y[i] = 1;
- block[3].y[i] = 1;
- block[0].x[i+1] = 5;
- block[1].x[i+1] = 5;
- block[2].x[i+1] = 4;
- block[3].x[i+1] = 4;
- block[0].y[i+1] = 2;
- block[1].y[i+1] = 1;
- block[2].y[i+1] = 1;
- block[3].y[i+1] = 0;
- }
- break;
- case 4:
- block[0].x[0] = 4; // 状态 0
- block[1].x[0] = 4;
- block[2].x[0] = 5;
- block[3].x[0] = 6;
-
- block[0].y[0] = 1;
- block[1].y[0] = 0;
- block[2].y[0] = 0;
- block[3].y[0] = 0;
- block[0].x[1] = 5; // 状态 1
- block[1].x[1] = 6;
- block[2].x[1] = 6;
- block[3].x[1] = 6;
-
- block[0].y[1] = 0;
- block[1].y[1] = 0;
- block[2].y[1] = 1;
- block[3].y[1] = 2;
- block[0].x[2] = 4; // 状态 2
- block[1].x[2] = 5;
- block[2].x[2] = 6;
- block[3].x[2] = 6;
-
- block[0].y[2] = 1;
- block[1].y[2] = 1;
- block[2].y[2] = 1;
- block[3].y[2] = 0;
- block[0].x[3] = 5; // 状态 3
- block[1].x[3] = 5;
- block[2].x[3] = 5;
- block[3].x[3] = 6;
-
- block[0].y[3] = 0;
- block[1].y[3] = 1;
- block[2].y[3] = 2;
- block[3].y[3] = 2;
- break;
- case 5:
- block[0].x[0] = 4; // 状态 0
- block[1].x[0] = 5;
- block[2].x[0] = 6;
- block[3].x[0] = 6;
-
- block[0].y[0] = 0;
- block[1].y[0] = 0;
- block[2].y[0] = 0;
- block[3].y[0] = 1;
- block[0].x[1] = 6; // 状态 1
- block[1].x[1] = 6;
- block[2].x[1] = 6;
- block[3].x[1] = 5;
-
- block[0].y[1] = 0;
- block[1].y[1] = 1;
- block[2].y[1] = 2;
- block[3].y[1] = 2;
- block[0].x[2] = 4; // 状态 2
- block[1].x[2] = 4;
- block[2].x[2] = 5;
- block[3].x[2] = 6;
-
- block[0].y[2] = 0;
- block[1].y[2] = 1;
- block[2].y[2] = 1;
- block[3].y[2] = 1;
- block[0].x[3] = 6; // 状态 3
- block[1].x[3] = 5;
- block[2].x[3] = 5;
- block[3].x[3] = 5;
-
- block[0].y[3] = 0;
- block[1].y[3] = 0;
- block[2].y[3] = 1;
- block[3].y[3] = 2;
- break;
- case 6:
- block[0].x[3] = 5; // 状态 0
- block[1].x[3] = 5;
- block[2].x[3] = 5;
- block[3].x[3] = 4;
- block[0].y[3] = 0;
- block[1].y[3] = 1;
- block[2].y[3] = 2;
- block[3].y[3] = 1;
- block[0].x[2] = 4; // 状态 1
- block[1].x[2] = 5;
- block[2].x[2] = 6;
- block[3].x[2] = 5;
- block[0].y[2] = 1;
- block[1].y[2] = 2;
- block[2].y[2] = 1;
- block[3].y[2] = 1;
- block[0].x[0] = 4; // 状态 2
- block[1].x[0] = 5;
- block[2].x[0] = 6;
- block[3].x[0] = 5;
-
- block[0].y[0] = 1;
- block[1].y[0] = 1;
- block[2].y[0] = 1;
- block[3].y[0] = 0;
- block[0].x[1] = 5; // 状态 3
- block[1].x[1] = 5;
- block[2].x[1] = 5;
- block[3].x[1] = 6;
- block[0].y[1] = 0;
- block[1].y[1] = 1;
- block[2].y[1] = 2;
- block[3].y[1] = 1;
- break;
- }
- }
- void CTetrisView::CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID)
- {
- AUX_RGBImageRec *pBitmap = NULL;
- // 如果文件不存在,在返回
- if(!strFileName)
- return;
- // 读入位图文件中的数据
- pBitmap = auxDIBImageLoad(strFileName);
- if(pBitmap == NULL)
- exit(0);
- // 生成纹理
- glGenTextures(1, &textureArray[textureID]);
- // 捆绑纹理
- glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);
- // 设置纹理参数
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
- // 释放资源
- if (pBitmap)
- {
- if (pBitmap->data)
- {
- free(pBitmap->data);
- }
- free(pBitmap);
- }
- }
- bool CTetrisView::CheckWin()
- {
- linemultiplier = 0;
- linesformed = 0;
- for (int i = 0;i <=3;i++)
- map[block[i].x[state]][block[i].y[state]] = 1;
- for ( i = 0;i<20;i++)
- {
- lineformed = TRUE;
- for(int j=0;j<10;j++)
- {
- if (map[j][i] == 0)
- lineformed = FALSE;
- }
-
- if (lineformed)
- {
-
- linesformed++;
- for (int k=i-1;k>=0;k--)
- {
- for (int l=0;l<10;l++)
- {
- map[l][k + 1] = map[l][k];
- }
- }
- }
- }
- switch (linesformed)
- {
- case 1:
- linemultiplier = 10;
- break;
- case 2:
- linemultiplier = 25;
- break;
- case 3:
- linemultiplier = 75;
- break;
- case 4:
- linemultiplier = 300;
- break;
- }
- // 游戏分数递增
- lines += linesformed;
- score += (level + 1) * 4 * linemultiplier;
-
- for (i=0;i<4;i++)
- currentblock[i] = nextblock[i];
- block = nextblock;
- state = 0;
- NewBlock();
- for (int y=0;y<4;y++)
- {
- for (int x=0;x<5;x++)
- {
- nextblockmap[y][x] = 0;
- }
- }
- for (i = 0;i <=3;i++)
- nextblockmap[block[i].x[state]-3][block[i].y[state]+1] = 1;
- block = currentblock;
- for (i = 0;i <=3;i++)
- {
- if (map[block[i].x[state]][block[i].y[state]] == 1 && !onetime)
- {
- gamerun = false;
- gameintro = false;
- gamewin = false;
- gamefinish = true;
- running = false;
- }
-
- }
- for (i = 0;i <=3;i++)
- map[block[i].x[state]][block[i].y[state]] = 2;
- if (lines >= (level) * 10)
- {
- // 难度等级递增
- level++;
- speed=int(speed/(level+1));
- SetTimer(1, speed, NULL);
- // 如果游戏难度等级大于10,则游戏成功
- if (level >10)
- {
- gamerun = false;
- gameintro = false;
- gamefinish = false;
- gamewin = true;
- running = false;
- }
- return true;
- }
- return false;
- }
- bool CTetrisView::MoveDown()
- {
- for (int i = 0;i <=3;i++)
- {
- // 如果小方块到达底部
- if ((map[block[i].x[state]][block[i].y[state]+1] == 1) ||
- (block[i].y[state] >= 19)) return false;
- }
- for (i = 0;i <=3;i++)
- {
- // 删除块
- map[block[i].x[state]][block[i].y[state]] = 0;
- // 向下移动
- for (int j = 0;j <= 3;j++)
- {
- block[i].y[j] = block[i].y[j]++;
- }
- }
- for (i = 0;i <=3;i++)
- map[block[i].x[state]][block[i].y[state]] = 2;
- return true;
- }
- bool CTetrisView::MoveLeft()
- {
- for (int i = 0;i <=3;i++)
- {
- if (map[block[i].x[state]-1][block[i].y[state]] == 1 ||
- block[i].x[state] <= 0)
- return false;
- }
- for (i = 0;i <=3;i++)
- {
- map[block[i].x[state]][block[i].y[state]] = 0;
- for (int j = 0;j <= 3;j++)
- {
- block[i].x[j] = block[i].x[j]--;
- }
- }
- for (i = 0;i <=3;i++)
- map[block[i].x[state]][block[i].y[state]] = 2;
- return true;
- }
- bool CTetrisView::MoveRight()
- {
- for (int i = 0;i <=3;i++)
- {
- if (map[block[i].x[state]+1][block[i].y[state]] == 1 ||
- block[i].x[state] >= 9)
- return false;
- }
- for (i = 0;i <=3;i++)
- {
- map[block[i].x[state]][block[i].y[state]] = 0;
- for (int j = 0;j <= 3;j++)
- {
- block[i].x[j] = block[i].x[j]++;
- }
- }
- for (i = 0;i <=3;i++)
- map[block[i].x[state]][block[i].y[state]] = 2;
- return true;
- }
- bool CTetrisView::Rotate()
- {
- newstate = state+1;
- if (newstate==4)
- newstate=0;
- for (int i = 0;i <=3;i++)
- {
- if (map[block[i].x[newstate]][block[i].y[newstate]] == 1 ||
- block[i].x[newstate] >= 10 || block[i].x[newstate] <= -1 ||
- block[i].y[newstate] >= 19 || block[i].y[newstate] <= 0)
- {
- return FALSE;
- }
- }
- for (i = 0;i <=3;i++)
- {
- map[block[i].x[state]][block[i].y[state]] = 0;
- }
- for (i = 0;i <=3;i++)
- map[block[i].x[newstate]][block[i].y[newstate]] = 2;
-
- state = newstate;
- return true;
- }
- void CTetrisView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
- {
- // TODO: Add your message handler code here and/or call default
- keys[nChar]=true;
- if(nChar==VK_ESCAPE) exit(0);
- CView::OnKeyDown(nChar, nRepCnt, nFlags);
- }
- void CTetrisView::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags)
- {
- // TODO: Add your message handler code here and/or call default
- keys[nChar]=false;
-
- CView::OnKeyUp(nChar, nRepCnt, nFlags);
- }
- void CTetrisView::OnGameNew()
- {
- // TODO: Add your command handler code here
- int i,j;
- for(i=0;i<=10;i++)
- for(j=0;j<=20;j++)
- map[i][j]=0;
- for(i=0;i<=4;i++)
- for(j=0;j<=5;j++)
- nextblockmap[i][j]=0;
- gameintro = true;
- gamerun = false;
- gamewin = false;
- gamefinish = false;
- onetime = true;
- test = false;
- running = true;
- }